\hypertarget{class_editor_g_u_i_table_1_1_g_u_i_table_state}{}\section{Editor\+G\+U\+I\+Table.\+G\+U\+I\+Table\+State Class Reference}
\label{class_editor_g_u_i_table_1_1_g_u_i_table_state}\index{Editor\+G\+U\+I\+Table.\+G\+U\+I\+Table\+State@{Editor\+G\+U\+I\+Table.\+G\+U\+I\+Table\+State}}


The current state of the G\+U\+I\+Table. This has to be used the same way state parameters are used in Unity G\+UI functions, like the scroll position in Begin\+Scroll\+View. It has to be passed from one G\+UI frame to another by keeping a reference in your calling code.  


\subsection*{Public Member Functions}
\begin{DoxyCompactItemize}
\item 
\mbox{\hyperlink{class_editor_g_u_i_table_1_1_g_u_i_table_state_aab7e8f3314020a2f5fda74e6d618d330}{G\+U\+I\+Table\+State}} (string prefs\+Key)
\begin{DoxyCompactList}\small\item\em Initializes a G\+U\+I\+Extensions.\+G\+U\+I\+Table\+State with a key to save it in Editor\+Prefs. This constructor can\textquotesingle{}t be used in Scriptable\+Object\textquotesingle{}s constructor or in the property\textquotesingle{}s declaration, because it uses the Editor\+Prefs. Use it in On\+Enable or Awake instead. \end{DoxyCompactList}\item 
\mbox{\Hypertarget{class_editor_g_u_i_table_1_1_g_u_i_table_state_a02acb0bb7c75ca1bcd97a2f89da2617b}\label{class_editor_g_u_i_table_1_1_g_u_i_table_state_a02acb0bb7c75ca1bcd97a2f89da2617b}} 
void {\bfseries Save} ()
\end{DoxyCompactItemize}
\subsection*{Static Public Member Functions}
\begin{DoxyCompactItemize}
\item 
\mbox{\Hypertarget{class_editor_g_u_i_table_1_1_g_u_i_table_state_afe7dda29a996965d4b42b6861a148115}\label{class_editor_g_u_i_table_1_1_g_u_i_table_state_afe7dda29a996965d4b42b6861a148115}} 
static \mbox{\hyperlink{class_editor_g_u_i_table_1_1_g_u_i_table_state}{G\+U\+I\+Table\+State}} {\bfseries Load} (string prefs\+Key)
\end{DoxyCompactItemize}
\subsection*{Public Attributes}
\begin{DoxyCompactItemize}
\item 
\mbox{\Hypertarget{class_editor_g_u_i_table_1_1_g_u_i_table_state_a5d522c1790784ff16db98b345b74a0ca}\label{class_editor_g_u_i_table_1_1_g_u_i_table_state_a5d522c1790784ff16db98b345b74a0ca}} 
Vector2 {\bfseries scroll\+Pos}
\item 
\mbox{\Hypertarget{class_editor_g_u_i_table_1_1_g_u_i_table_state_ac9aaf765fd446c9e48b17b47528f647f}\label{class_editor_g_u_i_table_1_1_g_u_i_table_state_ac9aaf765fd446c9e48b17b47528f647f}} 
Vector2 {\bfseries scroll\+Pos\+Horiz}
\item 
\mbox{\Hypertarget{class_editor_g_u_i_table_1_1_g_u_i_table_state_ad4fe2697eec54139de525bb0b87be1b3}\label{class_editor_g_u_i_table_1_1_g_u_i_table_state_ad4fe2697eec54139de525bb0b87be1b3}} 
int {\bfseries sort\+By\+Column\+Index} = -\/1
\item 
\mbox{\Hypertarget{class_editor_g_u_i_table_1_1_g_u_i_table_state_a77f82460b4a1a57c23035e404ff47346}\label{class_editor_g_u_i_table_1_1_g_u_i_table_state_a77f82460b4a1a57c23035e404ff47346}} 
bool {\bfseries sort\+Increasing}
\item 
\mbox{\Hypertarget{class_editor_g_u_i_table_1_1_g_u_i_table_state_ade1dee36083109909f4bf31bd88d995e}\label{class_editor_g_u_i_table_1_1_g_u_i_table_state_ade1dee36083109909f4bf31bd88d995e}} 
List$<$ float $>$ {\bfseries column\+Sizes} = new List$<$float$>$ ()
\item 
\mbox{\Hypertarget{class_editor_g_u_i_table_1_1_g_u_i_table_state_a5351f180498096a8da853064d8a2e4d0}\label{class_editor_g_u_i_table_1_1_g_u_i_table_state_a5351f180498096a8da853064d8a2e4d0}} 
List$<$ bool $>$ {\bfseries column\+Visible} = new List$<$bool$>$ ()
\end{DoxyCompactItemize}
\subsection*{Properties}
\begin{DoxyCompactItemize}
\item 
\mbox{\Hypertarget{class_editor_g_u_i_table_1_1_g_u_i_table_state_ad2f4887bcadfd3fcdf6e4642e5be1d80}\label{class_editor_g_u_i_table_1_1_g_u_i_table_state_ad2f4887bcadfd3fcdf6e4642e5be1d80}} 
float {\bfseries total\+Width}\hspace{0.3cm}{\ttfamily  \mbox{[}get\mbox{]}}
\end{DoxyCompactItemize}


\subsection{Detailed Description}
The current state of the G\+U\+I\+Table. This has to be used the same way state parameters are used in Unity G\+UI functions, like the scroll position in Begin\+Scroll\+View. It has to be passed from one G\+UI frame to another by keeping a reference in your calling code. 


\begin{DoxyCode}
GUITableState tableState;
\textcolor{keywordtype}{void} OnGUI ()
\{
    tableState = GUITable.DrawTable(collectionProperty, tableState);
\}
\end{DoxyCode}
 

\subsection{Constructor \& Destructor Documentation}
\mbox{\Hypertarget{class_editor_g_u_i_table_1_1_g_u_i_table_state_aab7e8f3314020a2f5fda74e6d618d330}\label{class_editor_g_u_i_table_1_1_g_u_i_table_state_aab7e8f3314020a2f5fda74e6d618d330}} 
\index{Editor\+G\+U\+I\+Table\+::\+G\+U\+I\+Table\+State@{Editor\+G\+U\+I\+Table\+::\+G\+U\+I\+Table\+State}!G\+U\+I\+Table\+State@{G\+U\+I\+Table\+State}}
\index{G\+U\+I\+Table\+State@{G\+U\+I\+Table\+State}!Editor\+G\+U\+I\+Table\+::\+G\+U\+I\+Table\+State@{Editor\+G\+U\+I\+Table\+::\+G\+U\+I\+Table\+State}}
\subsubsection{\texorpdfstring{G\+U\+I\+Table\+State()}{GUITableState()}}
{\footnotesize\ttfamily Editor\+G\+U\+I\+Table.\+G\+U\+I\+Table\+State.\+G\+U\+I\+Table\+State (\begin{DoxyParamCaption}\item[{string}]{prefs\+Key }\end{DoxyParamCaption})\hspace{0.3cm}{\ttfamily [inline]}}



Initializes a G\+U\+I\+Extensions.\+G\+U\+I\+Table\+State with a key to save it in Editor\+Prefs. This constructor can\textquotesingle{}t be used in Scriptable\+Object\textquotesingle{}s constructor or in the property\textquotesingle{}s declaration, because it uses the Editor\+Prefs. Use it in On\+Enable or Awake instead. 


\begin{DoxyParams}{Parameters}
{\em prefs\+Key} & Prefs key.\\
\hline
\end{DoxyParams}


The documentation for this class was generated from the following file\+:\begin{DoxyCompactItemize}
\item 
Editor/G\+U\+I\+Table\+State.\+cs\end{DoxyCompactItemize}
